Buffer: Difference between revisions

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In ''Smash 4'', it is not possible to buffer the following; any ledge option using the control stick, grab aerials, airborne item catches after an air dodge, Z-dropping items after an air dodge, shield after dropping the input during the 10 frame period, and all [[down special move]]s during soft or hard landing frames. There is also a hierarchy of moves that will come out when multiple inputs are pressed at the same time; special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. This hierarchy is the reason why buffering both a control stick input and a button input at the same time is impossible and thus, a common problem when trying to buffer moves like [[dash attack]] or dash grab [[out of shield]]. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling.
In ''Smash 4'', it is not possible to buffer the following; any ledge option using the control stick, grab aerials, airborne item catches after an air dodge, Z-dropping items after an air dodge, shield after dropping the input during the 10 frame period, and all [[down special move]]s during soft or hard landing frames. There is also a hierarchy of moves that will come out when multiple inputs are pressed at the same time; special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. This hierarchy is the reason why buffering both a control stick input and a button input at the same time is impossible and thus, a common problem when trying to buffer moves like [[dash attack]] or dash grab [[out of shield]]. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling.


In ''Ultimate'', the buffer system has been completely redone, and is now done by holding inputs in an window as large as the attack's length instead of pressing them in a given pre-coded window. For example, holding the foward smash input the entire time after using an recovery onstage will result in it charging when the character lands. This can also cause other negative side affects while bringing it's own advantages, such as making fullhop buffered aerials impossible due to the new mechanic added to the buffer made to have easier shorthops, but also making the online mode have more consistency in inputs.
In ''Ultimate'', the buffer system has been completely redone, and is now done by holding inputs in a window as large as the attack's length instead of pressing them in a given pre-coded window. For example, holding the forward smash input the entire time after using a recovery onstage will result in it charging when the character lands. This can also cause other negative side effects while bringing its own advantages, such as making fullhop buffered aerials impossible due to the new mechanic added to the buffer made to have easier shorthops, but also making the online mode have more consistency in inputs.


==Videos==
==Videos==
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